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Divine Wrath and Curse odds are quite separate as far as enchantments and such are concerned. As are Divine and Arcane casting chances (Heavy Armour gives penalty to Arcane, but not Divine, for example).
The only aspect that does not care, though only because the Devs did not create anything that only gives boost to one over another, is Spell damage. If it boosts Spell damage, it boosts both Arcane and Divine Spell damage.
A Merc Warlock sounds nice for Lightning Strike/Fireball but the adverse spell effects are dire:
https://mordheimcotd.fandom.com/wiki/Spell_Curses
As far as the AI is concerned I've seen it nuke it's own troops with a fireball then subsequently get canned with a 9999 damage backfire :D
It seems like every fight I've had involving an enemy spellcaster usually triggers a bad effect at least once if not more.
2 or 3 LGT Marksmen with a Smuggler or Champion seem like a far more reliable option.
Casters, in vanilla Mordheim, are a bit of a case of pitiful starting point with exponential growth. A Rank 0 Warlock can only basically throw bright lights at the enemy and then implode, making him more of a danger to his own side than the enemy.
Whereas a Rank 10 Warlock with full equipment, including Enchantments, can basically delete an enemy a turn from half the map away with minimal risk to himself (only the third Cast will have a Curse chance, and that percentage is in single digits).
Thus, often, a given PvP Warband will contain 1-3 Casters.
As a side-note, Fireball is actually mathematically just worse Lightning. Assumption that there will be 2 enemies under the area is the sane amount to assume in PvP because the enemy is not inane, and that means that Fireball will simply have less damage output than Lightning to begin with, and then spreading that damage around instead of focusing it on a single target, making it even worse.
In ParaMod, the default Curse/Wrath odds are lower (no chance of Curse on first Cast unless casting 4OP Mastered Spell for 5% Curse, or being a Doomweaver), at the expense of there being no tools for lowering the Curse/Wrath further, aside from Default Skill on two different Characters. Meaning that Casters start more competent, and can get more variety of Builds at high Ranks (not having a Passive Slot and 3/4 Enchantment slots reserved for lowering Curse), at the expense of making just spamming Spells wantonly without accepting risk an impossibility.
Also Fireball and Lightning damage were adjusted a tad to make Fireball competitive.
Tldr: Casters are a long-term investment. Sorry about the wall of text.
Unfortunately there's no variant that arcane casters (eg: the necromancer in question) can skirt the rules with.